#include "UltimatePhysXPrecompiled.h"
#include "UltimatePhysXActorDesc.h"


UltimatePhysXActorDesc::UltimatePhysXActorDesc(void)
{

	//NxBoxShapeDesc *boxShape =new NxBoxShapeDesc();
	//boxShape->localPose.t.set(0,0,0);
	//boxShape->dimensions.set(5,5,5);
	////boxShape->localPose.M.rotX(Ogre::Degree(rx).valueRadians());
	//boxShape->localPose.M.rotY(Ogre::Degree(0).valueRadians());
	//
	////boxShape->localPose.M.rotZ(Ogre::Degree(rz).valueRadians());

	//actorDesc.shapes.pushBack(boxShape);
}



UltimatePhysXActorDesc::~UltimatePhysXActorDesc(void)
{
}

NxActorDesc * UltimatePhysXActorDesc::getNxActorDesc()
{
	return &actorDesc;
}

void UltimatePhysXActorDesc::addBoxShape(Ogre::Vector3 position,Ogre::Vector3 orientation,Ogre::Vector3 dimension )
{
	NxBoxShapeDesc *boxShape =new NxBoxShapeDesc();
	boxShape->localPose.t.set(position.x,position.y,position.z);
	boxShape->dimensions.set(dimension.x,dimension.y,dimension.z);
	//boxShape->localPose.M.rotX(Ogre::Degree(rx).valueRadians());
	boxShape->localPose.M.rotY(Ogre::Degree(orientation.y).valueRadians());
	
	//boxShape->localPose.M.rotZ(Ogre::Degree(rz).valueRadians());

	actorDesc.shapes.pushBack(boxShape);
}


